Dynamically adjusting virtual item bundles available for purchase based on user gameplay information

ABSTRACT

This disclosure relates to adjusting virtual item bundles made available to users of on online game based on user gameplay information. In implementations, information relating to prospective usage of the online game is used to classify users according by user type. Responsive to the determined user type of a user, customizations of item bundles in the online game made available to individual users for purchase within the online game may be determined.

FIELD OF THE DISCLOSURE

This disclosure relates to adjusting virtual item bundles made availableto users of an online game, in which virtual item bundles are madeavailable to users based on obtained user gameplay information.

BACKGROUND

It is known that within online games, users tend to participate invarious aspects of the game and eschew others. These aspects include,for example, a collection/harvesting mechanic in which resources arecollected, cultivated, manufactured, etc. Another aspect includes Playerversus Player (“PvP”) gameplay in which users seek to engage in competedirectly with other players within the game (e.g., battling). Yetanother aspect includes Player versus Environment (“PvE”) gameplay inwhich users seek to complete “quests” or other tasks within the game togain points, virtual items, and/or other rewards.

However, in conventional online games, bundles of virtual items and/orpricing of the bundles of virtual items are uniform among all users.Conventional bundling of virtual items does not distinguish what typesof virtual items a particular user desires to access, is willing to payfor, and/or will maintain user's desire to access the online game.

Accordingly, alternative approaches regarding customization of virtualitem bundles may enhance users' gameplay experience.

SUMMARY

One aspect of this disclosure relates to a system for adjusting virtualitem bundles made available to users of an online game. In someimplementations, the system may include one or more servers. Theserver(s) may be configured to communicate with one or more clientcomputing platforms according to a client/server architecture. The usersmay access the system via the client computing platforms, for instance,to engage in one or more games.

In implementations, the server(s) may include one or more processorsconfigured to execute computer program modules. The computing modulesmay include a game module, a user information module, a user typemodule, and an item bundle customization module.

The game module may be configured to execute an instance of the onlinegame to facilitate presentation of the online game to the users of theonline game. The game module may also be configured to implement in-gameactions in the instance of the online game in response to actionrequests for the in-game actions form the users, including in-gameaction requests from a first user.

The user information module may be configured to obtain user gameplayinformation related to prospective usage of the online game by theusers. In implementations, the user gameplay information may include afirst set of user gameplay information related to prospective usage ofthe online game by the first user.

The user type module may be configured to determine user types of usersbased on obtained user gameplay information. The user type module may beconfigured determine a first user type for the first user based on thefirst set of user gameplay information.

The item bundle customization module may be configured to determinecustomizations of item bundles in the online game made available toindividual users for purchase within the online game based on the usertypes. In implementations, the customizations may be configured toexpand the usage of the online game by the users. The customizations mayinclude a first customization of item bundles made available to thefirst user to expand usage of the online game by the first user. Inimplementations, the first customization may be determined based on thefirst user type for the first user.

In implementations, the game module may be further configured toimplement the customizations determined for the individual users, suchthat the first customization is implemented in the instance of theonline game for the first user.

In implementations, the user types include at least one of a collectionand harvesting type, preferring at least one of resource collection,resource cultivation and resource manufacturing, a player versus playertype, preferring competing with other users within the online game, aplayer versus environment type preferring completing quests, and/orother user types.

In implementations, the user information module may be furtherconfigured to monitor the users' usage of the online game.

In implementations, the first set of user gameplay information includesonline game usage information associated with other users associatedwith the first user.

In implementations, the first set of user gameplay information includesat least one of the first user's usage of other online games and otherusers' usage of the online game, wherein the other users are associatedwith the first user.

In implementations, the first set of user gameplay information includesat least one of specific in-game actions and in-game action typesperformed most frequently by the first user within the instance of theonline game.

In implementations, the customization of item bundles in the online gamemade available to the individual users affects at least one of whichitems are grouped together into bundles and prices of the item bundles.

In implementations, the customizations of item bundles has the effect ofreducing costs to users of purchasing items associated with user typesother than the users' own.

In implementations, the customizations of item bundles in the onlinegame made available to the individual users includes at least one ofre-ordering pre-existing item bundles in an in-game store, filling openslots in pre-formed item bundles, and creating new item bundles byselection of all items included therein.

These and other features and characteristics of the present technology,as well as the methods of operation and functions of the relatedelements of structure and the combination of parts and economies ofmanufacture, will become more apparent upon consideration of thefollowing description and the appended claims with reference to theaccompanying drawings, all of which form a part of this specification,wherein like reference numerals designate corresponding parts in thevarious figures. It is to be expressly understood, however, that thedrawings are for the purpose of illustration and description only andare not intended as a definition of the limits of the invention. As usedin the specification and in the claims, the singular form of “a”, “an”,and “the” include plural references unless the context clearly dictatesotherwise.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 illustrates a system for adjusting virtual item bundles madeavailable to users of an online game, in accordance with one or moreimplementations.

FIG. 2 illustrates a method for adjusting virtual item bundles madeavailable to users of an online game, in accordance with one or moreimplementations.

FIG. 3 illustrates a method for implementing customization of itembundles made available to users of an online game by monitoring the usergameplay information of a plurality of users, in accordance with one ormore implementations.

DETAILED DESCRIPTION

FIG. 1 illustrates a system 100 configured to provide a virtual space.System 100 is only one example of a suitable computing environment andis not intended to suggest any limitation as to the scope of use orfunctionality of the features described herein. Providing the virtualspace may include hosting the virtual space over a network. In thisdisclosure, aspects of an online game that a user most enjoys may beidentified, and virtual item bundles presented to the user may beadjusted based on the gameplay the user enjoys. Accordingly, embodimentsmay be configured for customization of virtual item bundles that mayresult in a virtual online game providing more engaging and immersivein-game experiences for users.

In some implementations, system 100 may include one or more servers 102.The server 102 may be configured to communicate with one or more clientcomputing platforms 104 according to a client/server architecture. Theusers may access system 100 and/or the virtual space via clientcomputing platforms 104, for instance, to engage in one or more games.

The server(s) 102 may be configured to execute one or more computerprogram modules. The computer program modules may include one or more ofa game module 106, a user information module 108, a user type module110, and an item bundle customization module 112, and/or other modules.As noted, the client computing platform(s) 104 may include one or morecomputer program modules that are the same as or similar to the computerprogram modules of the server(s) 102 to facilitate in-game actions.

The game module 106 may be configured to execute an instance of a gameto facilitate presentation of the game to users. The game module 106 maybe configured to implement in-game actions in the instance of the game,in response to action requests for the in-game actions by the users.

The game may be provided via a virtual space, and may include aplurality of resource types and/or maps. An instance of the virtualspace may be executed by computer modules to determine views of thevirtual space. The views may then be communicated (e.g., via streaming,via object/position data, and/or other information) from server(s) 102and/or sources to client computing platforms 104 for presentation tousers. The view determined and transmitted to a given client computingplatform 104 may correspond to a location in the virtual space (e.g.,the location from which the view is taken, the location the viewdepicts, and/or other locations), a zoom ratio, a dimensionality ofobjects, a point-of-view, and/or view parameters. One or more of theview parameters may be selectable by the user.

The instance of the virtual space may comprise a simulated space that isaccessible by users via clients (e.g., client computing platform(s) 104)that present the views of the virtual space to a user. The simulatedspace may have a topography, express ongoing real-time interaction byone or more users, and/or include one or more objects positioned withinthe topography that are capable of locomotion within the topography. Insome instances, the topography may be a 2-dimensional topography. Inother instances, the topography may be a 3-dimensional topography. Thetopography may include dimensions of the space, and/or surface featuresof a surface or objects that are “native” to the space. In someinstances, the topography may describe a surface (e.g., a groundsurface) that runs through at least a substantial section of the space.In some instances, the topography may describe a volume with one or morebodies positioned therein (e.g., a simulation of gravity-deprived spacewith one or more celestial bodies positioned therein). The instanceexecuted by the computer modules may be synchronous, asynchronous,and/or semi-synchronous.

The above description of the manner in which views of the virtual spaceare provided is not intended to be limiting. The virtual space may beexpressed in a more limited, or more rich, manner. For example, viewsdetermined for the virtual space may be selected from a limited set ofgraphics depicting an event in a given place within the virtual space.The views may include additional content (e.g., text, audio, pre-storedvideo content, and/or other content) that describes particulars of thecurrent state of the place, beyond the relatively generic graphics. Forexample, a view may include a generic battle graphic with a textualdescription of the opponents to be confronted. Other expressions ofindividual places within the virtual space are contemplated.

Within the instance(s) of the virtual space, users may controlcharacters, objects, simulated physical phenomena (e.g., wind, rain,earthquakes, and/or other phenomena), and/or other elements within thevirtual space to interact with the virtual space and/or each other. Theuser characters may include avatars. As used herein, the term “usercharacter” may refer to an object (or group of objects) present in thevirtual space that corresponds to an individual user. The user charactermay be controlled by the user with which it is associated.

User-controlled element(s) may move through and interact with thevirtual space (e.g., non-user characters in the virtual space, otherobjects in the virtual space). The user-controlled elements controlledby and/or associated with a given user may be created and/or customizedby the given user. The user may have an “inventory” of virtual goodsand/or currency (e.g., resources of the plurality of resource types)that the user can use (e.g., by manipulation of a user character orother user-controlled element) and/or other items, to perform in-gameactions within the virtual space.

The users may participate in the instance of the virtual space bycontrolling one or more of the available user-controlled elements in thevirtual space. Control may be exercised through control inputs and/orcommands input by the users through client computing platforms 104. Theusers may interact with each other through communications exchangedwithin the virtual space. Such communications may include one or more oftextual chat, instant messages, private messages, voice communications,and/or other communications. Communications may be received and enteredby the users via their respective client computing platforms 104.Communications may be routed to and from the appropriate users throughserver(s) 102. In implementations, game module 106 may also beconfigured to implement customizations of item bundles for individualusers of the online game in the instance of the online game for theindividual user.

The user information module 108 may be configured to obtain usergameplay information related to prospective usage of the online game bythe users. In implementations, user information module 108 may befurther configured to monitor the users' usage of the online game. Usergameplay information may include information about the users that hassome value in predicting their preferred styles of gameplay, for exampledemographic and geographic information, gender information, device type,interests, activity in other online games, and information about otherusers that are associated users, in addition to in-game actions taken bythe users in the online game. Such gameplay information may be obtaineddirectly from the users, for example using pop-ups and/or othergraphical interfaces, automatically from users' social network or otherprofiles, from IP addresses, cookies, etc. In implementations, the userinformation obtained by user information module 108 may include onlinegame usage information associated with other users associated with afirst user of the online game. The other users may be associated withthe first user on an online social network. For example, the other usersand the first users may be associated via relationships, affiliations,connections, etc. on a blogging service provided by Twitter™, a socialnetwork provided by Facebook™, the social network provided by MySpace™,a social network provided by Foursquare®, a file sharing serviceprovided by Flickr®, Blogger, YouTube, PlayStation® Home, Xbox® Live,and/or other interactive electronic social media.

The user type module 110 may be configured to determine user types ofusers based on obtained user gameplay information. The user types mayinclude at least one of the following: 1) a collection or harvestingtype, preferring at least one of resource collection, resourcecultivation and resource manufacturing; 2) a player versus player type,preferring competing with other users within the online game; 3) aplayer versus environment type preferring completing quests, and/orother user types. User type determinations may be made based at least inpart on the frequency with which users perform certain in-game actionsor types of in-game actions. For example, in implementations certainin-game actions may be classified as corresponding to certain usertypes, e.g. resource harvesting in-game actions correspond to acollection or harvesting type, player battling in-game actionscorrespond to a player versus player type, etc. User types may then bedetermined based on the frequency with which users perform these varioustypes of in-game actions. In implementations, the user type module 110may also be configured to determine the user type of the first user inresponse to the first user's user type in other online games. Forexample, if the first user has the same user type in a plurality ofother online games, user type module 110 may determine that the firstuser may have the same user type for the online game. Inimplementations, user type module 110 may also be configured todetermine the user type of the first user based on the gameplayinformation of other users associated with first user. For example, theuser type of the first user may be based on the user type(s) of theother users associated with the first user.

The item bundle customization module 112 may be configured to determinecustomizations of item bundles in the online game made available toindividual users for purchase within the online game based on the usertypes. The item bundles may be comprised of various items that the usermay use in the game. The items within an item bundle may inimplementations assist users in carrying out various in-game actions.The items may for example increase or decrease for users and/oruser-controlled elements: the speed and/or frequency with which variousin-game actions may be performed, the quantity and/or quality ofresources gathered and/or manufactured, the number ofskills/abilities/spells and associated actions available, variousattributes such as health/stamina, magic/mana, etc., combat abilitiesand capabilities, speed of movement and available map areas, etc. Inimplementations, the items may be represented as virtual goods such asvirtual clothing (e.g. footwear, headware, armor), virtual tools such asweapons, manufacturing or agricultural implements, etc., accessoriessuch as talismans, amulets, rings, pins, knick-knacks, and even vehiclesor mounts. The customizations may derive from sets of user gameplayinformation and are designed to enhance item bundles presented to theusers of the online game. Determination of these customizations may bebased on the user gameplay information obtained for example via themonitoring of users and others the users have relationships with (e.g.,in a social network and/or within the online game). Moreover,customizations of item bundles may be performed on a reactionary basis,based on previous actions and gameplay by a user, and/or using apredictive algorithm that anticipates how a user will want to play agame based on information known about that user, such as demographicinformation, geographic information and/or device type, etc.

The customizations of the item bundles may be configured to affect theusers' usage of different aspects of the online game and/or to adjustprices of item bundles. The first customization may be determined basedon the user type for the first user. In implementations, thecustomizations of item bundles in the online game made available to theindividual users may affect which items are grouped together intobundles and/or the prices of the item bundles within a virtual onlinestore associated with the online game. Thus, for example, inimplementations a user identified as preferring resource collection maybe presented with item bundles with items associated withresource-collecting powers, abilities, skills and/or downloadablecontent, which may not be available or may be less available to othertypes of users. For example, an item bundle available to such a user maybe reduced or increased in cost and/or include more or less powerfulitems for resource collection than item bundles made available to usersidentified as preferring player versus player or player versusenvironment activity. Such customizations may improve gameplay for theuser, and may encourage the user to experience different aspects of theonline game, and/or to be encouraged by progress within a preferredaspect of the game and to continue and/or increase gameplay.

In some implementations, items within an item bundle that are useful ormore useful for other aspects of gameplay that the user is identified asbeing less interested in may be presented to the user within an itembundle. For example, an item bundle presented to the user may includepowerful items that are useful for other aspects of the gameplay otherthan the game type that the user is identified as being most interestedi. Further, the customization of item bundles may effectively reduce orincrease the cost to users of purchasing items associated with usertypes other than the users' own. For example, item bundles includingitems that are useful for other aspects of the gameplay other than thegame aspect(s) that the user is identified as being most interested inmay be presented to the user at a reduced cost within a virtual storeassociated with the online game. Accordingly, users may be provided withincentives to compete in and perhaps enjoy other aspects of the gamewithout investing more time or monetary resources than desired.

The customization of item bundles in the online game made available tothe individual users may also include re-ordering the presentation ofpre-existing item bundles in the in-game store, filling open slots inpre-formed item bundles, increasing the number of items within an itembundle, and/or creating new item bundles by selecting all items includedtherein. For example, if it is determined that a user has a first usertype, item bundles associated with the first user type may beprominently presented to the user, while item bundles associated withother user types may be less prominently presented to the user. In otherimplementations, an item bundle may include a plurality ofpre-determined items slots with items that remain the same for all usersof the online game and one or more customized item slot(s) with itemsthat are adjusted dynamically based on the user type of the user.

A given client computing platform 104 may include one or more processorsconfigured to execute computer program modules. The computer programmodules may be configured to enable an expert or user associated withthe given client computing platform 104 to interface with system 100and/or external resources 116, and/or provide other functionalityattributed herein to client computing platforms 104. By way ofnon-limiting example, the given client computing platform 104 mayinclude one or more of a desktop computer, a laptop computer, a handheldcomputer, a tablet computing platform, a NetBook, a Smartphone, a gamingconsole, and/or other computing platforms.

External resources 116 may include sources of information, hosts and/orproviders of virtual environments outside of system 100, externalentities participating with system 100, and/or other resources. In someimplementations, some or all of the functionality attributed herein toexternal resources 116 may be provided by resources included in system100.

Server 102 may include electronic storage 118, one or more processors120, and/or other components. Server 102 may include communicationlines, or ports to enable the exchange of information with a networkand/or other computing platforms. Illustration of server 102 in FIG. 1is not intended to be limiting. Server 102 may include a plurality ofhardware, software, and/or firmware components operating together toprovide the functionality attributed herein to server 102. For example,server 102 may be implemented by a cloud of computing platformsoperating together as server 102.

Electronic storage 118 may comprise non-transitory storage media thatelectronically stores information. The electronic storage media ofelectronic storage 118 may include one or both of system storage that isprovided integrally (i.e., substantially non-removable) with server 102and/or removable storage that is removably connectable to server 102via, for example, a port (e.g., a USB port, a firewire port, etc.) or adrive (e.g., a disk drive, etc.). Electronic storage 118 may include oneor more of optically readable storage media (e.g., optical disks, etc.),magnetically readable storage media (e.g., magnetic tape, magnetic harddrive, floppy drive, etc.), electrical charge-based storage media (e.g.,EEPROM, RAM, etc.), solid-state storage media (e.g., flash drive, etc.),and/or other electronically readable storage media. Electronic storage118 may include one or more virtual storage resources (e.g., cloudstorage, a virtual private network, and/or other virtual storageresources). Electronic storage 118 may store software algorithms,information determined by processor 120, information received fromserver 102, information received from client computing platforms 104,and/or other information that enables server 102 to function asdescribed herein.

Processor(s) 120 is configured to provide information processingcapabilities in server 102. As such, processor 120 may include one ormore of a digital processor, an analog processor, a digital circuitdesigned to process information, an analog circuit designed to processinformation, a state machine, and/or other mechanisms for electronicallyprocessing information. Although processor 120 is shown in FIG. 1 as asingle entity, this is for illustrative purposes only. In someimplementations, processor 120 may include a plurality of processingunits. These processing units may be physically located within the samedevice, or processor 120 may represent processing functionality of aplurality of devices operating in coordination. The processor 120 may beconfigured to execute modules 106, 108, 110, and 112. Processor 120 maybe configured to execute modules 106, 108, 110, and 112 by software;hardware; firmware; some combination of software, hardware, and/orfirmware; and/or other mechanisms for configuring processingcapabilities on processor 120. As used herein, the term “module” mayrefer to any component or set of components that perform thefunctionality attributed to the module. This may include one or morephysical processors during execution of processor readable instructions,the processor readable instructions, circuitry, hardware, storage media,or any other components.

It should be appreciated that although modules 106, 108, 110, 112 areillustrated in FIG. 1 as being implemented within a single processingunit, in implementations in which processor 120 includes multipleprocessing units, one or more of modules 106, 108, 110, and 112 may beimplemented remotely from the other modules. The description of thefunctionality provided by the different modules 106, 108, 110, and 112described below is for illustrative purposes, and is not intended to belimiting, as any of modules 106, 108, 110, and 112 may provide more orless functionality than is described. For example, one or more ofmodules 106, 108, 110, and 112 may be eliminated, and some or all of itsfunctionality may be provided by other ones of modules 106, 108, 110,and 112. As another example, processor 120 may be configured to executeone or more additional modules that may perform some or all of thefunctionality attributed below to one of modules 106, 108, 110, and 112.

FIG. 2 illustrates a method 200 for adjusting items within virtual itembundles made available to users of an online game. The operations ofmethod 200 presented below are intended to be illustrative. In someembodiments, method 200 may be accomplished with one or more additionaloperations not described, and/or without one or more of the operationsdiscussed. Additionally, the order in which the operations of method 200are illustrated in FIG. 2 and described below is not intended to belimiting.

In some embodiments, method 200 may be implemented in one or moreprocessing devices (e.g., a digital processor, an analog processor, adigital circuit designed to process information, an analog circuitdesigned to process information, a state machine, and/or othermechanisms for electronically processing information). The one or moreprocessing devices may include one or more devices executing some or allof the operations of method 200 in response to instructions storedelectronically on an electronic storage medium. The one or moreprocessing devices may include one or more devices configured throughhardware, firmware, and/or software to be specifically designed forexecution of one or more of the operations of method 200.

At an operation 202, an instance of an online game may be executed tofacilitate presentation of the game to users. The game, for instance,may include parameters including a size and/or type of virtual space thegame will be played on, the number of players, resource types,user-controlled elements, and/or buildings initially allocated to users.Operation 202 may be performed by a game module that is the same as orsimilar to game module 106, in accordance with one or moreimplementations.

At an operation 204, in-game actions may be implemented in the instanceof the game in response to action requests for in-game actions by theusers. In implementations, the in-game actions may include collecting,harvesting, and/or manufacturing resources, player versus playercompetitions including battles and skills competitions, and playerversus environment interactions including map exploration and questcompletion. Operation 204 may be performed by a game module that is thesame or similar to game module 106, in accordance with one or moreimplementations.

At an operation 206, user gameplay information may be obtained thatrelates to prospective usage of the online game. The user gameplayinformation may include a first set of user gameplay information relatedto prospective usage of the online game by the first user. Inimplementations, the first set of user gameplay information may includeonline game usage information associated with the first user, onlinegame usage information associated with other users associated with thefirst user, and/or the first user's usage of other online games. Usergameplay information may include past behavior (online game usage) byusers within the online game and/or other information known about theusers, such as demographic information, geographic information, gameplayof friends, etc. User gameplay information may comprise any informationthat may be used to determine a user's preferred style of gameplay goingforward. Additionally, the user gameplay information may include atleast one of specific in-game actions performed most frequently by theusers in the online game and in-game action types performed mostfrequently by the users in the online game. Operation 206 may beperformed by a user information module that is the same or similar touser information module 108, in accordance with one or moreimplementations.

At operation 208, user types are determined based on obtained usergameplay information. A first user type may be determined for the firstuser based on the first set of user gameplay information. The user typesmay include at least one of a collection and harvesting type, a playerversus player type, a player versus environment type, and/or other usertypes. User types may be determined based on the gameplay informationincluding the frequency with which a user has performed specific in-gameactions or types of in-game actions, the user's usage of other onlinegames, and/or based on the user types of other users associated with theuser on an online network. Determination of user types may be performedon a reactionary basis, based on previous actions and gameplay of users,and/or using a predictive algorithm that anticipates how users will wantto play a game based on information known about the users, such asdemographic information, geographic information and/or device type, etc.Operation 208 may be performed by a user type module that is the same asor similar to user type module 110, in accordance with one or moreimplementations.

At operation 210, user gameplay information may be used to determine thecustomization of items within an item bundle in the online gameavailable to individual users. In implementations, the items within anitem bundle may be based on the individual users' user types. Inimplementations the items within an item bundle may be downloadablecontent for the game, and/or may assist users in carrying out variousin-game actions. The items may for example increase or decrease forusers and/or user-controlled elements: the speed and/or frequency withwhich various in-game actions may be performed, the quantity and/orquality of resources gathered and/or manufactured, the number ofskills/abilities/spells and associated actions available, variousattributes such as health/stamina, magic/mana, etc., combat abilitiesand capabilities, speed of movement and available map areas, etc. Inimplementations, the items may be represented as virtual goods such asvirtual clothing (e.g. footwear, headware, armor), virtual tools such asweapons, manufacturing or agricultural implements, etc., accessoriessuch as talismans, amulets, rings, pins, knick-knacks, and even vehiclesor mounts. Operation 210 may be performed by a user type module that isthe same as or similar to item bundle customization module 112, inaccordance with one or more implementations.

At operation 212, the customized item bundles for the individual usersof the online game may be implemented and presented to the users. Forexample, items within an item bundle may be customized for a first userand presented to the first user in the online game. The order in whichitem bundles are presented may be adjusted based on the user types ofthe users. The first user may view the items within the item bundleand/or purchase the item bundle within a virtual store using virtualcurrency or real currency. Operation 212 may be performed by a gamemodule that is the same as or similar to the game module 106, inaccordance with one or more implementations.

FIG. 3 illustrates a method for implementing customized pricing of itembundles made available to a first user of an online game, in accordancewith one or more implementations. The operations of method 300 presentedbelow are intended to be illustrative. In some embodiments, method 300may be accomplished with one or more additional operations notdescribed, and/or without one or more of the operations discussed.Additionally, the order in which the operations of method 300 areillustrated in FIG. 3 and described below is not intended to belimiting.

In some embodiments, method 300 may be implemented in one or moreprocessing devices (e.g., a digital processor, an analog processor, adigital circuit designed to process information, an analog circuitdesigned to process information, a state machine, and/or othermechanisms for electronically processing information). The one or moreprocessing devices may include one or more devices executing some or allof the operations of method 300 in response to instructions storedelectronically on an electronic storage medium. The one or moreprocessing devices may include one or more devices configured throughhardware, firmware, and/or software to be specifically designed forexecution of one or more of the operations of method 300.

At an operation 302, an instance of an online game may be executed tofacilitate presentation of the game to users. The game, for instance,may include parameters including a size and/or type of virtual space thegame will be played on, the number of players, resource types,user-controlled elements, and/or buildings initially allocated to users.Operation 302 may be performed by a game module that is the same as orsimilar to game module 106, in accordance with one or moreimplementations.

At an operation 304, in-game actions may be implemented in the instanceof the game in response to action requests for in-game actions by theusers. In implementations, the in-game actions may include collecting,harvesting, and/or manufacturing resources, player versus playercompetitions including battles and skills competitions, and playerversus environment interactions including map exploration and questcompletion. Operation 304 may be performed by a game module that is thesame or similar to game module 106, in accordance with one or moreimplementations.

At an operation 306, user gameplay information may be obtained thatrelates to prospective usage of the online game. The user gameplayinformation may include a first set of user gameplay information relatedto prospective usage of the online game by the first user. Inimplementations, the set of first user gameplay information may includeonline game usage information associated with the first user, onlinegame usage information associated with other users associated with thefirst user, and/or the first user's usage of other online games. Usergameplay information may include past behavior (online game usage) byusers within the online game and/or other information known about theusers, such as demographic information, geographic information, gameplayof friends, etc. User gameplay information may comprise any informationthat may be used to determine a user's preferred style of gameplay goingforward. Additionally, the first set of user gameplay information mayinclude at least one of specific in-game actions performed mostfrequently by the first user in the online game and in-game action typesperformed most frequently by the first user in the online game.Operation 306 may be performed by a user information module that is thesame or similar to user information module 108, in accordance with oneor more implementations.

At operation 308, user types are determined based on obtained usergameplay information. A first user type may be determined for the firstuser based on the first set of user gameplay information. The user typesmay include at least one of a collection and harvesting type, a playerversus player type, a player versus environment type, and/or other usertypes. User types may be determined based on the obtained gameplayinformation, including the frequency with which a user has performedspecific in-game actions or types of in-game actions, the user's usageof other online games, and/or based on the user types of other usersassociated with the user on an online network. Determination of usertypes may be performed on a reactionary basis, based on previous actionsand gameplay of users, and/or using a predictive algorithm thatanticipates how users will want to play a game based on informationknown about the users, such as demographic information, geographicinformation and/or device type, etc. Operation 308 may be performed by auser type module that is the same as or similar to user type module 110,in accordance with one or more implementations.

At operation 310, user gameplay information may be used to determinepricing of an item bundle in the online game available to individualusers. In implementations, the pricing of an item bundle may be based onan individual user's user type. The pricing of the item bundles may beincreased or decreased based on the user type of a prospective userpurchaser of the item bundle and/or a user type associated with the itembundle. An item bundle including items associated with a first user typemay increase in price for a user with the first user type because theuser may have less cost sensitivity associated with activities that theuser enjoys. In other implementations, an item bundle including itemsassociated with the first user type may decrease in price for the userwith the first user type encourage or reward the user's continued usageof the online game. In implementations, an item bundle including itemsassociated with the first user type may decrease in price for a userhaving a second user type to provide an incentive for the user toparticipate in different aspects of the online game. Operation 310 maybe performed by a user type module that is the same as or similar toitem bundle customization module 112, in accordance with one or moreimplementations.

At operation 312, the item bundles with customized pricing for theindividual users of the online game may be implemented and presented tothe user. For example, item bundle prices may be customized for a firstuser and presented to the first user in the online game. The first usermay view the customized pricing of the item bundles and purchase theitem bundles within a virtual store using virtual currency or realcurrency. Operation 312 may be performed by a game module that is thesame as or similar to the game module 106, in accordance with one ormore implementations. Although the present technology has been describedin detail for the purpose of illustration based on what is currentlyconsidered to be the most practical and preferred implementations, it isto be understood that such detail is solely for that purpose and thatthe technology is not limited to the disclosed implementations, but, onthe contrary, is intended to cover modifications and equivalentarrangements that are within the spirit and scope of the appendedclaims. For example, it is to be understood that the present technologycontemplates that, to the extent possible, one or more features of anyimplementation can be combined with one or more features of any otherimplementation.

What is claimed is:
 1. A system for offering item bundles for purchaseto users of an online game, wherein the offered item bundles arecustomized to one or more types of prospective usage of the online gameby the users, the system comprising: one or more physical processorsconfigured by machine-readable instructions to: execute an instance ofthe online game, and use the instance to generate state information thatis transmitted over a network to client computing platforms associatedwith the users, wherein transmission of the state information over thenetwork facilitates presentation of views of the online game to theusers on the client computing platforms, wherein the users include afirst user and a second user; determine a first user type for the firstuser based on a first set of user gameplay information and determine asecond user type for the second user based on a second set of usergameplay information, wherein the first user type is different than thesecond user type, wherein the first set of user gameplay information isrelated to prospective usage of the online game by the first user, andwherein the second set of user gameplay information is related toprospective usage of the online game by the second user; and provideoffers to purchase, by the users in the online game, item bundlescomprising one or more virtual items usable in the online game, whereinthe offers include a first offer and a second offer provided to thefirst user and a third offer and a fourth offer provided to the seconduser, wherein the first offer includes a first set of virtual items thatis selected based on the first user type, wherein the second offerincludes a second set of virtual items that is selected based on thefirst user type, wherein the second set of virtual items is differentfrom the first set of virtual items, wherein the third offer includes athird set of virtual items that is selected based on the second usertype, wherein the third set of virtual items is different from the firstand second sets of virtual items, wherein the fourth offer includes afourth set of virtual items that is selected based on the second usertype, wherein the fourth set of virtual items is different from thefirst, second, and third sets of virtual items.
 2. The system of claim1, wherein the one or more processors are further configured bymachine-readable instructions to: facilitate a first purchase by thefirst user of at least one of the first offer and the second offer; andfacilitate a second purchase by the second user of at least one of thethird offer and the fourth offer.
 3. The system of claim 1, wherein theone or more processors are further configured by machine-readableinstructions to monitor the users' usage of the online game.
 4. Thesystem of claim 3, wherein the first set of user gameplay informationcomprises online game usage information associated with other users thatare associated with the first user.
 5. The system of claim 1, whereinthe first set of user gameplay information comprises at least one of thefirst user's usage of other online games and other users' usage of theonline game, wherein the other users are associated with the first user.6. The system of claim 1, wherein the first set of user gameplayinformation comprises at least one of specific in-game actions andin-game action types performed most frequently by the first user withinthe instance of the online game.
 7. The system of claim 1, whereinselection of the virtual items in the first set of virtual items isbased on in-game actions performed most frequently by the first user. 8.The system of claim 1, wherein providing the first offer includesdetermining a first purchase price of the first offer, wherein providingthe second offer includes determining a second purchase price of thesecond offer, and wherein the first and second purchase prices aredetermined such that virtual items usable for a user type other than thefirst user type are offered at a reduced cost.
 9. The system of claim 1,wherein facilitating presentation of the online game to users includesfacilitating presentation of the online game through graphical devicesassociated with the users and wherein providing the offers to the userscomprises at least one of: offering to re-order a previously purchasedoffer for a set of virtual items, offering to fill open slots in apre-formed item bundle with one or more virtual items, and creating anew item bundle by selecting all items included therein and presentingthe new item bundle to the first user on the graphical device associatedwith the first user.
 10. The system of claim 1, wherein at least one ofthe first user type and/or the second user type are selected from: i) acollection and harvesting type preferring at least one of resourcecollection, resource cultivation and resource manufacturing, ii) aplayer competition type, preferring competing with other users withinthe online game, and iii) a player versus environment type preferringcompleting quests.
 11. A computer-implemented method for offering itembundles for purchase to users of an online game, wherein the offereditem bundles are customized to one or more types of prospective usage ofthe online game by the users, the method being implemented in a computersystem that includes one or more physical processors configured bymachine-readable instructions, the method comprising: executing, by theone or more physical processors, an instance of the online game, andusing the instance to generate state information that is transmittedover a network to client computing platforms associated with the users,wherein transmission of the state information over the networkfacilitates presentation of views of the online game to the users on theclient computing platforms, wherein the users include a first user and asecond user; determining, by the one or more physical processors, afirst user type for the first user based on a first set of user gameplayinformation and determining a second user type for the second user basedon a second set of user gameplay information, wherein the first usertype is different than the second user type, wherein the first set ofuser gameplay information is related to prospective usage of the onlinegame by the first user, and wherein the second set of user gameplayinformation is related to prospective usage of the online game by thesecond user; and providing, by the one or more physical processors,offers to purchase item bundles comprising one or more virtual itemsusable in the online game, wherein the offers include a first offer anda second offer provided to the first user and a third offer and a fourthoffer provided to the second user, wherein the first offer includes afirst set of virtual items that is selected based on the first usertype, wherein the second offer includes a second set of virtual itemsthat is selected based on the first user type, wherein the second set ofvirtual items is different from the first set of virtual items, whereinthe third offer includes a third set of virtual items that is selectedbased on the second user type, wherein the third set of virtual items isdifferent from the first and second sets of virtual items, wherein thefourth offer includes a fourth set of virtual items that is selectedbased on the second user type, wherein the fourth set of virtual itemsis different from the first, second, and third sets of virtual items.12. The method of claim 11, further comprising: facilitating a firstpurchase by the first user of at least one of the first offer and thesecond offer; and facilitating a second purchase by the second user ofat least one of the third offer and the fourth offer.
 13. The method ofclaim 11, further comprising monitoring the users' usage of the onlinegame.
 14. The method of claim 13, wherein the first set of user gameplayinformation comprises online game usage information associated withother users that are associated with the first user.
 15. The method ofclaim 11, wherein the first set of user gameplay information comprisesat least one of the first user's usage of other online games and otherusers' usage of the online game, wherein the other users are associatedwith the first user.
 16. The method of claim 11, wherein the first setof user gameplay information comprises at least one of specific in-gameactions and in-game action types performed most frequently by the firstuser within the instance of the online game.
 17. The method of claim 11,wherein selection of the virtual items in the first set of virtual itemsis based on in-game actions performed most frequently by the first user.18. The method of claim 11, wherein providing the first offer includesdetermining a first purchase price of the first offer, wherein providingthe second offer includes determining a second purchase price of thesecond offer, and wherein the first and second purchase prices aredetermined such that virtual items usable for a user type other than thefirst user type are offered at a reduced cost.
 19. The method of claim11, wherein facilitating presentation of the online game to usersincludes facilitating presentation of the online game through graphicaldevices associated with the users and wherein providing the offers tothe users comprises at least one of: offering to re-order a previouslypurchased offer for a set of virtual items, offering to fill open slotsin a pre-formed item bundle with one or more virtual items, and creatinga new item bundle by selecting all items included therein and presentingto the first user on the graphical device associated with the firstuser.
 20. The method of claim 11, wherein at least one of the first usertype and/or the second user type are selected from: i) a collection andharvesting type preferring at least one of resource collection, resourcecultivation and resource manufacturing, ii) a player competition type,preferring competing with other users within the online game, and iii) aplayer versus environment type preferring completing quests.